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Title Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games
Authors Patricio Isbej, Francisco Gutierrez
Publication date 2021
Abstract Gaze as an input mechanic, to this date, has not been
widely
adopted as a navigation and control mechanism in video games. However,
recent advances in the development of affordable hardware, such as portable
eyetrackers, have the potential to drive an increasing interest in the
design of gaze-induced interaction metaphors in interactive systems. In
order to bridge this gap, we designed a prototype third-person shooter video
game controllable through traditional inputs (i.e., a console joystick),
gaze-based controls (i.e., mediated through an off-the-shelf commercially
available eyetracker), or hybrid mechanics. This paper reports the design
rationale of the video game and the results of a proof of concept, aiming to
comparatively measure user experience and playability of the video game
under the influence of traditional and/or gaze-based navigation and control
mechanisms. The obtained results show that users preferred hybrid controls
for interacting with the game, as it improves performance and provides
assistance and useful affordances for enhancing the overall experience.
These results are quite promising and provide insights for designing novel
gaming mechanics incorporating gaze as an active navigation and control
input.
Downloaded 11 times
Pages 45-56
Conference name Human-Computer Interaction in Games
Publisher Springer Nature Switzerland AG (Cham, Switzerland)
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